Glitterism


Long forgotten by even the most powerful Toreador Methuselahs, this discipline is believed by some to be the clan's greatest asset. Glitterism involves the manipulation of light, an art in itself. Buried beneath the centuries, it has at last been rediscovered. Could this perhaps be the dawning of a new renaissance?

1 -- Light Play
You can color light or create several light effects, similar to those that can be accomplished with complex lighting equipment. You can also cause nearly anything (including auras, creatures, and ethereal objects or beings) to sparkle as if dusted with glitter.
System: Spend 1 blood point. The power lasts for the rest of the scene.

2 -- Rays of the Flame
You can brighten even the darkest of crypts, making the use of any action or discipline requiring shadows impossible (and harming Setites). You can also brighten an area to the degree that anyone present who is using Auspex 1 is temporarily blinded.
System: Spend 1 blood point. Roll Appearance + total Glitterism (difficulty 5). Each success adds five minutes to the lasting time of the light. No successes indicates that the light only lasts long enough to flash the chosen degree of brightness. A botch indicates that no light is created (you can always try again...)

3 -- Fountain of Light
A fan-shaped spray of extremely bright, rainbow-colored light leaps forth from your fingertips. Only creatures within 50 feet are affected. Anyone in line of sight is affected as if by Glitterism 2. Mortals within range of the spray are stunned or even knocked unconscious. Vampires, Fae, or werebeasts are only stunned.
System: Spend 2 blood points. Roll Appearance + Intimidation (difficulty 6). When used on the above supernaturals, each success stuns the supernatural for two rounds. When used on mortals, each success stuns the human for three rounds. In addition, for every two successes, the mortal sustains one health level of damage. A botch indicates that the user is stunned for one round.

4 -- Glow of Madness
You cause lights to flicker in bizarre and intricate patterns, causing a victim to go temporarily insane.
System: The character must spend at least 15 minutes alone with the victim. Spend 3 blood points. Roll Manipulation + Occult (difficulty 4) The victim will gain one temporary derangement per success. The effects last a week on supernaturals, and a month on mortals. A botch indicates that the character gains one derangement, which lasts for three days.

5 -- Midnight Sun
A brilliant glow, in the color of your choice, surrounds you. Within the range of 100 feet, all vampires suffer as if from filtered sunlight. To use this power, you must automatically take one health level of aggravated damage.
System: Spend 4 blood points. The light continues until the character wishes to extinguish it or for the rest of the scene, whichever comes first.

6 -- Form of Light
You become a spark of light, easily mistaken for a firefly or speck of glitter. You are not hindered by physical barriers that are not completely opaque. You cannot be harmed while in this state, but all of your senses function normally. You cannot speak, feed, or attack while in this form. You can also move at the speed of light, if you choose to do so. You are still subject to damage from sunlight and fire and cannot make use of your disciplines, except to revert to your natural form.
System: Spend 4 blood points. Effects last as long as character desires.

7 -- True Light
This power can be used upon a torch, candle, flashlight, or any other non-celestial light source. No Obfuscate, Chimerstry, or any power used to hide or disguise the appearance of an object can be used in the light cast by the enchanted light source.
System: The use of this power requires the expenditure of 5 blood points. Only one light source can be enchanted per use.



Author's Notes:
If a Toreador teaches Glitterism to anybody else, her guild will hunt her down and bring about final death (probably) or stake her (if she's lucky). Well, I suppose if the Toreador Primogen of the city says it's okay, it is. Only vampires with humanity of seven or higher can use this discipline without penalty. The penalty is one additional blood point has to be spent for every point below seven the character's humanity. For humanity below five, use of this discipline is impossible. In addition, Sabbat vampires (of any clan) and Setites (except for Serpents of the Light) cannot ever learn this discipline. Diabolists can't use it either. I know these are tight restrictions, but this is a very powerful discipline. And it's worth it.

 

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